// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// RESTRICTED USE SOURCE CODE
// http://www.magic-software.com/License/restricted.pdf

#ifndef MGCPOINTLIGHT_H
#define MGCPOINTLIGHT_H

#include "MgcLight.h"
#include "MgcVector3.h"


class MgcPointLight : public MgcLight
{
    MgcDeclareRTTI;
    MgcDeclareStream;

public:
    MgcPointLight ();

    virtual Type GetType () const;

    MgcVector3& Location ();

    virtual void ComputeDiffuse (const MgcMatrix3& rkWorldRotate,
        const MgcVector3& rkWorldTranslate, MgcReal fWorldScale,
        const MgcVector3* akVertex, const MgcVector3* akNormal,
        unsigned int uiQuantity, const bool* abVisible,
        MgcColor* akDiffuse);

    virtual void ComputeSpecular (const MgcMatrix3& rkWorldRotate,
        const MgcVector3& rkWorldTranslate, MgcReal fWorldScale,
        const MgcVector3* akVertex, const MgcVector3* akNormal,
        unsigned int uiQuantity, const bool* abVisible,
        const MgcVector3& rkCameraModelLocation, MgcColor* akSpecular);

protected:
    MgcVector3 m_kLocation;
};

MgcSmartPointer(MgcPointLight);
MgcRegisterStream(MgcPointLight);
#include "MgcPointLight.inl"

#endif
